Author Topic: Large Terrain Maps  (Read 1801 times)

Offline AW999

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Large Terrain Maps
« on: December 22, 2009, 10:03:51 pm »
In order to have a fairly large map, I need to have only a portion of the terrain in memory at a given time, and then update it as the user moves. I'm wondering whether it's better to : a) have a single object for the in-memory terrain and then add and subtract triangles from the sides as the user moves (is it possible to subtract triangles?); or b) divide the in-memory terrain into several chunks, each of which is a separate Object3D, and then when the user moves too far in a given direction, reposition these objects while deleting the chunks which are now well beyond the viewable area and adding new chunks on the other side. c) Is there a third option?

Offline EgonOlsen

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Re: Large Terrain Maps
« Reply #1 on: December 22, 2009, 11:25:54 pm »
You can't remove triangles from an Object3D, at least not directly. I think that splitting it into several Object3Ds would be the best solution. Maybe it's possible to use one Object3D and an IVertexController/PolygonManager-combination to manipulate the Object3D's data, but that seems pretty difficult to me and maybe not worth it.